public void UpdateZoomUI() { UpdateZoomToggles(); UpdateZoomText(ZoomLevel.Value); if (ZoomLevel.Value <= 0) { TouchableArea.SetVerticalScroll(false); ProgressMgr.Instance.DefaultSize(); /*Pan.HideHorizontalSlider(); * Pan.HideVerticalSlider(); * * if (Mathf.Abs(GameMgr.Instance.CurrentLevel.PanAmount.x) > 0.01f) * { * Pan.ShowHorizontalSlider(); * } * if (Mathf.Abs(GameMgr.Instance.CurrentLevel.PanAmount.y) > 0.01f) * { * Pan.ShowVerticalSlider(); * }*/ // Force showing all sliders right now. if (!GameMgr.CNV_TOOL) { Pan.ShowHorizontalSlider(); Pan.ShowVerticalSlider(); } else { Pan.ShowHorizontalSlider(); Pan.HideVerticalSlider(); } Pan.SetDefaultValues(); } else { TouchableArea.SetVerticalScroll(true); ProgressMgr.Instance.ZoomedInSize(); // Force showing all sliders right now. if (!GameMgr.CNV_TOOL) { Pan.ShowHorizontalSlider(); Pan.ShowVerticalSlider(); } else { Pan.ShowHorizontalSlider(); Pan.HideVerticalSlider(); } Pan.SetZoomedInValues(); } }
public void AssignImage() { transform.parent.localScale = GetOneScale(); // Scale parent instead to autoscale everything else // Set the image material here. MeshRenderer renderer = GetComponent <MeshRenderer>(); renderer.material = GameMgr.CurrentIsInverted() ? materialInverted : material; renderer.material.SetTexture("_MainTex", GameMgr.CurrentTex2D()); // Now we need to calculate the image and make a best fit to the current screen dimensions. float screenRatio = ((float)Screen.width) / ((float)Screen.height); float imageRatio = GameMgr.CurrentSizeRatio(); // Calculate zoom sizes here. Debug.LogFormat("Screen ratio versus image ratio {0} {1}", screenRatio, imageRatio); float actualScreenRatio = (ScreenArea.rect.width / ScreenArea.rect.height); Debug.LogFormat("Screen area {0} {1} {2}", ScreenArea.rect.width, ScreenArea.rect.height, actualScreenRatio); if (_zoomController == null) { _zoomController = Camera.main.GetComponent <ZoomController>(); } if (_zoomController != null) { // The max orthographic size to fill the Y-axis is 0.621f. // Currently assumes test image is 1:1 square. float defaultZoom = MAX_SCALE_Y; // If actual screen ratio is landscape, we need to fill in the // X-axis. if (actualScreenRatio > 1f) { defaultZoom = MAX_SCALE_Y / actualScreenRatio; } //float defaultZoom = actualScreenRatio * MAX_SCALE_Y; //if (defaultZoom > MAX_SCALE_Y) // defaultZoom = MAX_SCALE_Y; GameMgr.Instance.CurrentLevel.ZoomSizes = new Vector2(defaultZoom, defaultZoom * smallestZoomAmount); _zoomController.UpdateZoomSizes(); } if (_panController == null) { _panController = Camera.main.GetComponent <PanController>(); } if (_panController != null) { _panController.ResetSliders(); // Set to initial pan amounts. float defaultPanX = 0.1f; float defaultPanY = 0.1f; // If screen area is landscape, then there should be no horizontal // panning and only vertical panning. if (actualScreenRatio > 1f) { defaultPanX = 0.1f; defaultPanY = (actualScreenRatio - MAX_SCALE_Y) * 0.25f; } else { defaultPanX = (actualScreenRatio - MAX_SCALE_Y) * 0.5f; defaultPanY = 0.1f; } GameMgr.Instance.CurrentLevel.PanAmount = new Vector2(defaultPanX, defaultPanY); float zoomedPanX = 0.5f; float zoomedPanY = 0.5f; GameMgr.Instance.CurrentLevel.ZoomedInPanAmount = new Vector2(zoomedPanX, zoomedPanY); _panController.HorizontalPanRange = GameMgr.PanAmount().x; _panController.VerticalPanRange = GameMgr.PanAmount().y; //_panController.HideHorizontalSlider(); //_panController.HideVerticalSlider(); if (Mathf.Abs(defaultPanX) > 0.01f) { _panController.ShowHorizontalSlider(); } if (Mathf.Abs(defaultPanY) > 0.01f) { _panController.ShowVerticalSlider(); } // Force showing pan slider. if (GameMgr.CNV_TOOL) { _panController.ShowHorizontalSlider(); _panController.HideVerticalSlider(); } } _assigned = true; }